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D&D Forum Game: Signup Thread and Intro
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What are you thinking about right now?
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D&D Forum Game: Signup Thread and Intro
D&D Forum Game: Signup Thread and Intro
D&D Forum Game: Signup Thread and Intro
author=Liberty
I'm a newb to the whole thing so I'll probably be ranger. Or whatever best fits the ninja archetype (fast, high damage/crits). xp
For a ninja ninja, go monk, then spec in way of shadows once you reach level 3. The Player's Handbook even refers to them at ninjas in the first paragraph. For an agile, high physical damage character, besides that, there's the rogue, which can deal good damage with its sneak attacks, and even gets an assassin spec. Fighters can also be built to be on the agile end. As for crits, the only way to increase crit rate through class features alone is with a champion spec fighter. Most combat-focused classes have some other way to improve damage, though.
author=Cecil_Beoulve
What the-
How did-
I didn't even consider-
...I could run a Pathfinder game this way?
You could, but I've always seen Pathfinder being played with a grid. If you could have it done without it, it would be easier.
D&D Forum Game: Signup Thread and Intro
Bards can be deceptively awesome. Actually one of my favorite classes. And 5e made them full casters, so they no longer have the spell progression problem.
And you know what, I usually set my limit to five people, but I've occasionally run stuff for six. Last time I ran anything in meatspace at my uni's gaming society, I miscounted, thought I had five players, and there were six when we all got together in a room. Not wanting to be a dick and kick someone out, I opened Kobold Fight Club to adjust encounters and started with six. It went well enough.
So while I'm usually not too comfortable pushing the party size over five, it's nothing that I can't handle, and the textual nature of the forum may actually make things easier to handle. So yeah, guess I'm adding Max in.
And 5e is kinda like 3.X, but somewhat streamlined and with less number crunching. The transition should be easy. Things in like AC and attack bonuses scale slower than before, deliberately to make it so low level monsters in large numbers can still threaten high level characters. BAB, save growth charts, and skill points are gone, and a universal proficiency bonus that scales with level was introduced to handle the things they did before. Most situational bonuses and penalties that would add or subtract from rolls were replaced by advantage and disadvantage, in which you roll twice and take the highest or the lowest roll. Prepared spells are no longer tied to specific spell slots, so you don't need to prepare a spell multiple times if you want to cast it more than once; preparing a spell once lets you cast it as many times as you have spell slots. Also, you can power up spells by casting them on higher level spell slots, if you have them available.
And you know what, I usually set my limit to five people, but I've occasionally run stuff for six. Last time I ran anything in meatspace at my uni's gaming society, I miscounted, thought I had five players, and there were six when we all got together in a room. Not wanting to be a dick and kick someone out, I opened Kobold Fight Club to adjust encounters and started with six. It went well enough.
So while I'm usually not too comfortable pushing the party size over five, it's nothing that I can't handle, and the textual nature of the forum may actually make things easier to handle. So yeah, guess I'm adding Max in.
And 5e is kinda like 3.X, but somewhat streamlined and with less number crunching. The transition should be easy. Things in like AC and attack bonuses scale slower than before, deliberately to make it so low level monsters in large numbers can still threaten high level characters. BAB, save growth charts, and skill points are gone, and a universal proficiency bonus that scales with level was introduced to handle the things they did before. Most situational bonuses and penalties that would add or subtract from rolls were replaced by advantage and disadvantage, in which you roll twice and take the highest or the lowest roll. Prepared spells are no longer tied to specific spell slots, so you don't need to prepare a spell multiple times if you want to cast it more than once; preparing a spell once lets you cast it as many times as you have spell slots. Also, you can power up spells by casting them on higher level spell slots, if you have them available.
What are you thinking about right now?

Oh hey! Look at what the mailman just brought!
I've only build RGs so far, and the color separation is so good in those that I just panel line over the plastic itself and call it a day. This one, though, I'm actually going to paint, and I'm thinking about how to go at it.
[RMVX ACE] Help me make a challanging BATTLE SYSTEM
author=ErikHolland
i'm thinking maybe in a rock-scissors-paper kind of way
Look into fighting games. A core part of most fighting games's gameplay is an elaborate game of rock-paper-scissors. Blocks beat attacks, throws beat blocks, attacks beat throws. If you don't think throwing has a place in your game, maybe go for a Break action instead, that breaks guards but loses to faster attacks. (Speaking of that Attack/Guard/Break combination, Fate/EXTRA is one example of an RPG with a single party member that has you issue those commands in sequences against a similar sequence from the enemy and presents pattern recognition as its main challenge.)
But yeah, fighting games. They are real time, though, so not really translatable to a turn based RPG. So I would actually recommend you check out a card game called Yomi. It's made by an ex-fighting game pro, and it distills the mind games of fighting games into a turn-based card game system. It is rock-paper-scissors at its core, but winning with different plays wields different results, and each character has specific abilities that can be used strategically.













